Earlier quoted context omitted.
I think it comes down to requirements. If games aren't running smoothly, people simply won't play them. Business apps have it a lot easier - the users are more forgiving, I guess either because they don't have a choice in the matter or any better options.
Also the people who buy business apps are often not the people who actually have to use them every day. So UI/UX ends up being a much lower priority than say cost.
How Unreal Renders a Frame
41–50 of 167 posts
Re: How Unreal Renders a Frame
#42So all of this processing happens for one frame? And this is going on at 60 Hz?
Yes, and more. You’ve also got a rigid body (physics) simulation, ai/pathfinding, animation, networking, audio and gameplay logic all to run. If you’re making an open world game, you also need to have streaming code to load and unload parts of the game on the fly. It doesn’t always happen at 60hz (which is 16ms total processing time for all the above plus what’s in the post). Some games run at 30hz(33ms), some run un…
Some additional reading on the topic:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_...
https://blog.forrestthewoods.com/synchronous-rts-engines-and...
Re: How Unreal Renders a Frame
#43So all of this processing happens for one frame? And this is going on at 60 Hz?
Yes, and more. You’ve also got a rigid body (physics) simulation, ai/pathfinding, animation, networking, audio and gameplay logic all to run. If you’re making an open world game, you also need to have streaming code to load and unload parts of the game on the fly. It doesn’t always happen at 60hz (which is 16ms total processing time for all the above plus what’s in the post). Some games run at 30hz(33ms), some run un…
Re: How Unreal Renders a Frame
#44This is why I don't get why the game industry has such a bad rep for overworking people. It's genuinely hard to do this kind of code so you'd think they take care not to scare away the few people who can do it. I recall at one point Goldmans was bragging to my team about how they'd hired a game dev to do their click-to-trade currency UI. Seemed like the guy found an easier job for more pay.
This is a bit like saying "I don't get why web development is overworking people, just look at all this cool stuff Google is doing with the Go runtime!". Most people who work in the game industry are not doing deep game engine hacking, but doing grunt work like scripting/designing some scene in a giant adventure game who's going to have thousands of those, and all of those need to be finished before the release date.
I wonder how many commercial engine programmers there actually are, anyway? I'd guess very few.
Re: How Unreal Renders a Frame
#45Earlier quoted context omitted.
According to the Wikipedia page at least, even just the current version (Unreal Engine 4) has been in development for 14 years now! With 2003-2008 apparently being just Tim Sweeney.
I have high expectations from simulation. I hope they will be able to reach 99.9% realism so we can use it to recreate any situation we want, for fun (games) and profit (pre-training robots). Self driving cars already train on simulated roads because that allows the creation of any scenario. Even human pilots use simulators to train, especially for those rare situations. And since robot training is expensive and slow…
Re: How Unreal Renders a Frame
#46Re: How Unreal Renders a Frame
#47Earlier quoted context omitted.
I'm not lying, read the actual reviews and don't just look at the review score. The good reviews come from people who don't mind working 60 hour weeks, being paid lower salaries, and getting overworked.
I dont have an account so I can only see 1 review for each company. But it is a bit strange to say that only some reviews count and not the others. Of course most people care if you're being overworked for a small amount of compensation. Your statement is a bit ridicolous.
And yet academia.
Re: How Unreal Renders a Frame
#48This is why I don't get why the game industry has such a bad rep for overworking people. It's genuinely hard to do this kind of code so you'd think they take care not to scare away the few people who can do it. I recall at one point Goldmans was bragging to my team about how they'd hired a game dev to do their click-to-trade currency UI. Seemed like the guy found an easier job for more pay.
This is just capitalism at work; in the game industry there is no guaranteed reward at the end of the development cycle, so you have to keep up the pressure in order to beat out your competitors, and increase your chances of winning. This leads to crunching, 60 hour weeks and mass layoffs when you lose - lookup any of the top AAA game companies on Glassdoor and you will find they are awful places to work (Projekt Red…
The same is true for any product industry. There are things you can do (customer development, short iterations that involve your potential customers, etc) to increase the chances, but if you're not doing work for clients directly, then there is no guarantee.
Note that the "doing work for clients directly" exists in game development too, there are many freelance or services companies that do work for other companies, and from what I hear about the game industry, these have much more guaranteed pay, just like outside of games. Its the "build the product, when its done, hope someone buys it" type of work that has no guarantees, but that is in no way unique to game development.
The difference is, most other industries don't have such crazy crunch times...
Re: How Unreal Renders a Frame
#49This is why I don't get why the game industry has such a bad rep for overworking people. It's genuinely hard to do this kind of code so you'd think they take care not to scare away the few people who can do it. I recall at one point Goldmans was bragging to my team about how they'd hired a game dev to do their click-to-trade currency UI. Seemed like the guy found an easier job for more pay.
Not necessarily easier... but definitely a different set of difficulties.
Re: How Unreal Renders a Frame
#50This is why I don't get why the game industry has such a bad rep for overworking people. It's genuinely hard to do this kind of code so you'd think they take care not to scare away the few people who can do it. I recall at one point Goldmans was bragging to my team about how they'd hired a game dev to do their click-to-trade currency UI. Seemed like the guy found an easier job for more pay.
Game industry is like Hollywood. There's an endless supply of highly talented hopefuls from all around the world who want to get into the industry more than anything else. The focus of exploitation is just different -- the Harvey Weinsteins of the game industry don't try to sleep with brilliant Romanian programmers, instead they work them to death.